precision mediump float;

uniform sampler2D u_samplerColor;
uniform sampler2D u_samplerColor2;

varying vec2 v_uv;

void main()
{
	vec3 tex = texture2D(u_samplerColor, v_uv).rgb;
	vec3 texBlur = texture2D(u_samplerColor2, v_uv).rgb;
	
	gl_FragColor = vec4(tex + texBlur, 1.0);
}
